4 ms·
It's not the computation itself, it's the GPU memory bandwidth it takes up. (Assuming you're doing it in real-time of course.)
by pja 13y ago
It's not the computation itself, it's the GPU memory bandwidth it takes up. (Assuming you're doing it in real-time of course.)
- jdgiese 13y agoif you blur an MxM area with a NxN kernel you have approximately MxMxNxN multiply adds. That can add up to a lot especially on a retina display. You are right that it is simple mathematically though :)
- seclorum 13y agoShaders.
- potatolicious 13y agoMost certainly you want to use a shader, but that doesn't fix all your problems. You have to push a (very large) texture across the bus. The GPU will chew on it and spit out the result, which you then have to pull back across the bus into main memory so that it plays nicely with other UI elements that are CPU-bound and not cached in VRAM. So you've removed the processing bottleneck in exchange for a bus bandwidth bottleneck :(
- Gravityloss 13y agoare you sure it has to be pulled back to main memory?
- seclorum 13y agoYeah, that doesn't make sense to me either. Especially since the entire point of the recent changes to iOS is precisely to get everything on-screen handled by the GPU, in the first place ..